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Home * People * Yoshiyuki KotaniYoshiyuki Kotani,a Japanese mathematician, computer scientist and professor

^{[1]}at Department of Computer Science, Tokyo University of Agriculture and Technology. His research interest includes natural language processing, computer vision, machine learning, and computer games with focus on Shogi, where he is author of the Shogi program Mattari Yuuchan, Bronze medal winner in Minishogi at the 17th Computer Olympiad in Yokohama 2013. Yoshiyuki Kotani is further maze and puzzle designer^{[2]}^{[3]}^{[4]}, and worked on the problem of domino tilings of polyominoes^{[5]}.^{[6]}## Table of Contents

## Selected Publications

^{[7]}^{[8]}## 1991 ...

1991).Computer Shogi. The Proceedings of Game Playing System Workshop, pp. 42-48. ICOT, Tokyo, Japan.1994).Tutoring Strategy in Game Playing.1st Game Programming Workshop (Japanese)## 1995 ...

1995).Prediction of an opponent's move using opponent's time effectively. 2nd Game Programming Workshop1995).Tutoring Strategies in Game-Tree Search.ICCA Journal, Vol. 18, No. 4, extended abstract as pdf1995).Which moves should be pruned - classification of Shogi Moves and Ratio of Played Moves. 2nd Game Programming Workshop1996).A Method of Applying Opening Book Data to Non-Recorded Positions. 3rd Game Programming Workshop1997).A Method of Applying Opening Book Data by Partial Matching. 4th Game Programming Workshop1997).Characteristic of extended moves by singular extension to Shogi. 4th Game Programming Workshop1997).Gains and Risks of OM Search. Advances in Computer Chess 81999).Parallel AND/OR tree search based on proof and disproof numbers. 5th Game Programming Workshop1999).An Evaluation Function for Amazons. Proceedings of the 40th Programming Symposium, pp. 104-105. Information Processing Society of Japan, Tokyo, Japan (in Japanese)## 2000 ...

2001).Example-based Piece Formation by Partial Matching in Shogi. Advances in Computer Games 92002).Effect of ProbCut in Shogi - by changing parameters according to position category. 7th Game Programming Workshop## 2005 ...

2005).Adaptive Strategies of MTD-f for Actual Games. CIG 2005, pdf2006).Generation of Candidate Moves using Decision Tree in Shogi. 11th Game Programming Workshop2006).A New Method of Dealing with GHI Problem for Proving Draw and Application to 3x4 Boards of Shogi. IPSJ Transactions, vol.47 No.12 pp. 3328-33422007).Reinforcement Learning of Evaluation Functions Using Temporal Difference-Monte Carlo learning method. 12th Game Programming Workshop2007).Generation of Candidate Moves using Move Probability Data of Each Coordinates in Go. 12th Game Programming Workshop2007).Multiple Parallel Search in Shogi. 12th Game Programming Workshop2008).An Othello Evaluation Function Based on Temporal Difference Learning using Probability of Winning. CIG'08, pdf2008).Combining Final Score with Winning Percentage using Sigmoid Function in Monte-Carlo Algorithm. 13th Game Programming Workshop, pdf2009).Monte-Carlo Tree Search in the Game of Blokus-Duo. 14th Game Programming Workshop^{[9]}2009).The improvement of playout using transition probability of Monte Carlo Shogi. 14th Game Programming Workshop2009).An Effectivity of General Control in Learning Evaluation Function by Comparison of Sibling Nodes by Self-play. 14th Game Programming Workshop2009).A Learning Method of Evaluation Function Based on Selective Simulations. 14th Game Programming Workshop## 2010 ...

2012).Design and Implementation of Bonanza Method for the Evaluation in the Game of Arimaa. IPSJ SIG Technical Report, Vol. 2012-GI-27, No. 4, pdf » Arimaa, Automated Tuning## External Links

## References

1999).Kotani's Ant Problem. Wittenberg University, pdf## What links here?

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